Kruthik

18natural armor
396d8 + 12
40 ft.burrow 20 ft., climb 40 ft.
MODSAVE
STR15+2+2
DEX16+3+3
CON15+2+2
MODSAVE
INT7-2-2
WIS12+1+1
CHA8-1-1

Skills Perception +5

Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 15

Languages Kruthik

Traits


Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.

Actions


Multiattack. The kruthik makes two Stab or Spike attacks.

Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

20natural armor
10212d10 + 36
40 ft.burrow 20 ft., climb 40 ft.
MODSAVE
STR19+4+4
DEX16+3+3
CON17+3+3
MODSAVE
INT10+0+0
WIS14+2+2
CHA10+0+0

Skills Perception +8

Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 18

Languages Kruthik

Traits


Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

Actions


Multiattack. The kruthik makes two Stab or Spike attacks..

Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Spike. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Acid Spray (Recharge 5–6). The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.